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Showing content with the highest reputation on 2022-03-04 in all areas
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Well, Stan already said what I observed from past pages, so for now thats how that hero looks. Thanks for the hope that you put in me though, @Carltonus, I'll keep reworking them as you guys may add helmet or unique face (which these faces may help) in the future. Heres the sketch for the last two. For the middle guy, which I believe maybe Liu Bang, I had alternate look for the armors, which do you guys thinks suit the model/style better?. I'm impartial to the flapped collar one since that flapped collar + future helmet looks more regal, and I used that Last Supper movie for inspiration. I just give Wei Qing a more typical face to make a stark between the other two.3 points
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The Athenian Scythian archers seem to be slaves paid for from abroad, these people are also responsible for keeping the city policing, I feel they should be trained in the civic center and need more metal.2 points
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- makes game harder - adds countless strategies - adds even more counter-strategies - makes it more realistic Players would have to send food to sustain major armies, lets say via carts. Supply carts could be ambushed by enemies and would require protection. Pretty cool idea if you ask me. OFC you could argue it would be annoying as it would require more management and divided focus, while offering little to nothing, but as long as it adds strategies and counterstrategies id say its worth it1 point
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First of all, magically the most problematic OP units(There are 4 factions that have them) are identified and we shouldn't be pedantic because that is the main reason why nothing gets done in terms of balancing. So this might be a better idea for A27. I was thinking about the Return of the Kennel. War dogs are something what is among the most unique special units in the game and there is no units that even is close to it. Yet the unit slowly gets obsolete as players boost their military with upgrades. I would abstain from making increasing their fighting capabilities as I think it would sound weird if p3 war dogs would easily take out p1 units. What I would suggest is allowing dogs to be trained at the stable. In addition, the kennel is a building which trains dogs faster than the stable, is available to Britons in p2, has a initial limit of 1 and makes the war dogs cheaper by 10% per kennel. In p3 the limit of kennels is raised to 3. So that would give Britons an extra unique building and (I suppose) we all ready have the art for it. Lets not put good art to waste.1 point
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Hi there. I'm humbly asking for 1 more Kushite and maybe 2-3 more Maurya hero textures if anyone is willing to tackle them. I'm hoping for something on par with the ones we currently have as far as quality or style. First, the Kushite request: Queen/Kandake/female hero texture like LordGood's reference: I like the "Isis" wing motif wrapping around the skirt and the white top and dangling beads. All looks really nice and is a lot different from the current available textures. Here are the current hero textures to give you an idea of the style: I honestly think the normal maps, while appreciated, may be overkill. So, diffuse and specular maps are good enough. ======================================================================= And then a few more Indian hero textures would be nice. There are 3 "unarmored" possibilities and 1 "armored" possibilities. Some references are NSFW, but are censored and hidden behind spoiler tags. #1: Unarmored. It's work depicting "Chandragupta", but could easily be an alternative for Ashoka or Bindusara. The female references are nice too, and could potentially work for the Maiden Guard Archers. #2: Unarmored #3: Unarmored #4: Armored It would be great to have some more Mauryan/Indian props to match, but that's another task possibly. Credit for the Indian works of art to Joan Francesc Oliveras Pallerols: https://jfoliveras.artstation.com/ (someone who I honestly think WFG should contract for a number of hero portraits)1 point
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Why not a mod, to make the games more strategic and longer. A little more sandbox level reflection.1 point
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I have no strong opinion on the return of the kennel itself since it can allow for very flexible balancing strategies. I however don't agree with that part of your motivation. The dog function is simply evolving in the game, and they remain decent all along, including the late game. Dogs have two big advantages: i)they do not take population space (by the way, kennels function used to be to restrict that advantage) and ii) they need only one type of resource. From my own taste, late game is when the dogs are at their best, they only take food that often become plentiful thanks to economic upgrades and battles leading to other resources shortages. A great way of spending spare food. In P3, one might use them in an economical way. They would be good to raid fields or woodlines of a distracted player (simply need shift click attack move commands everywhere you expect enemy eco to be, if dogs are spread to run around, they can become a huge pain for the economy since they run faster than infantry). They also might be used to kill isolated units such as reinforcements or women during a push while the rest of the army keeps fighting/ecoing. Dogs can also be used to exploit market prices since they need only one type of resource. If food become too cheap, just buy some and trade dogs for anything of value to the enemy. Dogs are also pretty good to keep building some extra military if you have yourself some resources shortages and food is too cheap to be sold. I will not discuss how dogs might ruin low wood maps since, anyway, mercenaries or elephants might do a pretty good job there too. It is not rare to see people loosing games with plenty of spare food. I would explain the seemingly lack of dogs usage in late game by people not thinking about them or by a feeling that dogs would be too micro intensive rather than by a cost which is too high (some specialists might have used the technical term "nub" here). I feel that your proposition might lead dogs to be more used as trash units rather than some valuable assets. I would personally prefer them to get their strategical value reinforced. For example an increased vision in late game would make them much easier to be used as raiding units (or in a more technical vocabulary, "good for nubs"). That could also fit the idea that dogs are trained to track their target.1 point
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As far as adding gameplay mechanisms, there are many more areas where a simpler mechanism can get us much more gameplay improvement. Attack ground melee charging ship mechanics improvements cavalry momentum and accleration Alternative resource gathering systems changing/adding civ/team bonuses1 point
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? We have individual units that move and can be selected by the player. I don't see how it's too hard to select a building that does not move.1 point
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How is this mod going? Will some game settings from Age of Empires 3 and Age of Mythology be considered? For example, workers no longer need warehouse and granary buildings, and can directly gather resources from mines, quarries, trees, animal carcasses, and berry bushes. Farmers can work in fields with a model granary in the middle, and a field is limited to 10 people? I think these designs are also great to reduce the player's actions and allow you to focus more on combat.1 point
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This map is quite playable as it is, but may cause more problems with newer versions of the game. A lot of maps in your mod work as maps, but are unfinished. For example, there is Halicarnassus, which gives a full city, but with zero opponents outside, and lacks any kind of resources, outside too. There is no wood of any kind, especially. And the map Mesina doesn't work. It charges, but it's all black. I don't know how to modify a map, but I sense this map can work well with only a few upgrades.1 point
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Excellent idea to limit number, this way they keep champion status and do not have an overwhelming presence. Also excellent idea to train from the Prytaneion, so it is useful after techs are researched and heroes are trained. The Fortress is already useful later in the game. Since they are acquired to maintain order among citizens, why don't we limit their number to a percentage of citizens than a fixed value? This would be an interesting novelty. And, training from the Prytaneion is in line with their official role.1 point
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I have some doubts about making resources transfers costly. If a player, has more economic upgrades but he could still invest in his economy (because he has more upgrades to research or he is not max pop), then, since growth is an exponential process, sending resources is often costly already (in terms of slowing down your own growth). I am not sure that making resources transfer more costly will improve tg since this form of cooperation would then be discouraged. Just to make sure I understand every parts of your reasoning, wouldn't this risk to make ptolemies overly strong in 1vs1? Also the ptolemies players would probably slow down his growth by slinging food to other players. Wouldn't he be better off by booming extremely fast or spamming camels thanks to that bonus to steamroll civilization that do not have that kind of economic bonus? No transfer fee is not a real incentive to send resources to other players. But rethinking team bonus concept is a good idea.1 point
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Indeed. Athens had fewer marines on their ships than other powers did, preffering swift maneuvering for ramming. They also boarded less for the same reason, relying on their professional rowing crews to hole and sink enemy ships before the need to board. "Deikplous" and "Periplous" would make for great techs if ramming is ever implemented. I'd put the Scythian Archers either in the Fortress or the Prytaneion. Also, limit their number to around 20. They'd add some punch here and there, but the main force is still hoplites and peltasts.1 point
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If you guys have reached a consensus I'll change the specific names of the phase techs to what you agree to.1 point
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From the Chinese administrative level, it should be "县Xian", "郡Jun", "都Du/京Jing"。 “乡Xiang” is not necessary. Because at the level of "县Xian", there will be regular official offices and the army can be mobilized.1 point
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I hope these cover all the potrait needs. I'm punching above my skill level while working on this so its been a great practice and pardon if theres lil weirdness here and there. I do always kinda want to make her slightly unconventionally attractive. I hope I can convey that with the slight lower jaw protrusion, the caked make up, and that nose because after watching Mortal Face take on her, I cant shake up to not hint a bit about her inbred family history.1 point
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I suggest Zapata! I wanted to vote for 'Zen', as it was suggested, but realized it's not on this messy list; not so much because this alpha again teaches us patience by waiting for it, but because it is a well known word the world over. I went for Zhang Qian then instead (again, expecting the Han to be included).1 point
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We could even start a peaceful discussion here, citing other countries that are being attacked and destroyed with the support of the same ones that today condemn Russia, there are no saints and geopolitics and powers at war who will only suffer will be the people of the countries in conflict. And of course, on sacred European soil, every drop of blood weighs far more than anywhere else in the world. But the most important argument has already been cited here:1 point
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I'm sorry I'm not from the development group if it was the name of a country ok, but a name of a politician?? Would the next one be Binden? I think that would be the worst possible name for a game alpha. Imagine if in two months Zelensky authorizes the killing of prisoners of war? Would 0ad have that name in its history?1 point
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Standards appearing over battalions looks really nice and do help with gameplay. Now, I wonder how to make them civ-specific. I tried using the waypoint/rally point flag hack in the actor, which names variants based on civ codes ("athen", "spart", "cart", etc.). It works for the waypoint actor (obviously), but not for my formation standard actor. In the above screenshot, you see that the standards pick random variants instead of the civ-specific one. Both flags should be the "athen" variant, but they are not. Also, a new flag variant is chosen each time the formation is created. Here is the waypoint flag code, which works: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant frequency="100"> <animations> <animation file="mechanical/waypoint_flag_idle.dae" name="Idle" speed="30"/> </animations> <mesh>props/waypoint_flag.dae</mesh> </variant> </group> <group> <variant name="hele"> <textures> <texture file="props/banner_greek.png" name="baseTex"/> </textures> </variant> <variant name="pers"> <textures> <texture file="props/banner_persian.png" name="baseTex"/> </textures> </variant> <variant name="celt"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="cart"> <textures> <texture file="props/banner_carthage.png" name="baseTex"/> </textures> </variant> <variant name="iber"> <textures> <texture file="props/banner_iberians.png" name="baseTex"/> </textures> </variant> <variant name="scyth"> <textures> <texture file="props/banner_scythians.png" name="baseTex"/> </textures> </variant> <variant name="xion"> <textures> <texture file="props/banner_scythians.png" name="baseTex"/> </textures> </variant> <variant name="rome"> <textures> <texture file="props/banner_romans.png" name="baseTex"/> </textures> </variant> <variant name="imp"> <textures> <texture file="props/banner_romans.png" name="baseTex"/> </textures> </variant> <variant name="spart"> <textures> <texture file="props/banner_spartans.png" name="baseTex"/> </textures> </variant> <variant name="mace"> <textures> <texture file="props/banner_macedonians.png" name="baseTex"/> </textures> </variant> <variant name="athen"> <textures> <texture file="props/banner_greek.png" name="baseTex"/> </textures> </variant> <variant name="brit"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="gaul"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="maur"> <textures> <texture file="props/banner_mauryas.png" name="baseTex"/> </textures> </variant> <variant name="ptol"> <textures> <texture file="props/banner_ptolemies.png" name="baseTex"/> </textures> </variant> <variant name="sele"> <textures> <texture file="props/banner_seleucids.png" name="baseTex"/> </textures> </variant> <variant name="theb"> <textures> <texture file="props/banner_thebans.png" name="baseTex"/> </textures> </variant> <variant name="epir"> <textures> <texture file="props/banner_epirotes.png" name="baseTex"/> </textures> </variant> <variant name="han"> <textures> <texture file="props/banner_chinese.png" name="baseTex"/> </textures> </variant> <variant name="kush"> <textures> <texture file="props/banner_kushites.png" name="baseTex"/> </textures> </variant> <variant name="noba"> <textures> <texture file="props/banner_kushites.png" name="baseTex"/> </textures> </variant> <variant name="sueb"> <textures> <texture file="props/banner_germans.png" name="baseTex"/> </textures> </variant> <variant name="goth"> <textures> <texture file="props/banner_norse.png" name="baseTex"/> </textures> </variant> <variant name="zapo"> <textures> <texture file="props/banner_maya.png" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor> Here is the Standard code, which does not work: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant frequency="100"> <mesh>props/standards/formation_pole.dae</mesh> <textures> <texture file="props/kart_standard.png" name="baseTex"/> <texture file="props/kart_standard_norm.png" name="normTex"/> <texture file="props/kart_standard_spec.png" name="specTex"/> </textures> </variant> </group> <group> <variant name="athen"> <props> <prop actor="props/units/standards/formation_flag_athen.xml" attachpoint="root"/> </props> </variant> <variant name="cart"> <props> <prop actor="props/units/standards/formation_flag_cart.xml" attachpoint="root"/> </props> </variant> <variant name="spart"> <props> <prop actor="props/units/standards/formation_flag_spart.xml" attachpoint="root"/> </props> </variant> </group> <material>no_trans_parallax_spec.xml</material> </actor> formation_flag_athen: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant> <mesh>props/standards/formation_flag.dae</mesh> <textures> <texture file="props/standards/athen_infantry_1.png" name="baseTex"/> </textures> </variant> </group> <material>player_trans.xml</material> </actor>1 point
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What I had so far. I'm somewhat tied to her being hooked nosed, and the inbreeding might have gave her slight ugliness that can be hidden well enough with stylized bust, but I also realized that, she looks quite haggish here lol. Especially her jawlines which I havent touch well. I'll keep working on it, primarily trying to make her younger looking, but still had those unique atributes. I should've check this thread sooner and just use those 3d models that I'd liked as a base, since those are pretty much my ideal image of her. Incoporated some of that 3D render above into the ref and I think I'm on the right track and doesnt have to start anew, so this is the base. I just went with something basic of that Isis headress since that pic also had the ref on how to draw the shine. Thanks for the support so far.1 point
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Technical Discussion here: Differential: https://code.wildfiregames.com/D4467 Implemented in Delenda Est: https://github.com/JustusAvramenko/delenda_est They currently look pretty identical, with just a texture swap. Here is how they look currently: But the battle standards for the different civs could look differently (more historically accurate). For example, the Persians: Versus the Romans:1 point
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<Upgrade> <Tower1> <Entity>structures/{civ}_stone_tower</Entity> <Tooltip></Tooltip> <Cost> <wood>50</wood> <stone>50</stone> </Cost> <Time>10</Time> </Tower1> <Tower2> <Entity>structures/{civ}_wooden_tower</Entity> <Tooltip></Tooltip> <Cost> <wood>50</wood> <stone>50</stone> </Cost> <Time>10</Time> </Tower2> </Upgrade>1 point